Hello folks,
After a long hiatus from Civving, I've reinstalled Civ4, reinstalled my favorite mod (History in the Making Final version) and been playing a bit. This has reminded me of an aspiration I had shelved.
For a long time I've wanted to make a Civ mod where some of the less realistic fundamental features of the game were minimized (exploring a whole continent before 1000BC; uber-stacks fighting hundreds of miles from home territory; AI always using uber stacks). I was waiting to see what Civ5 was like in hopes that it would improve on Civ4 and then eventually even more improving mods would come out that I could build on. Obviously that did not happen.
With a 32-bit system, I tend to think that History in the Making is THE BEST Civ experience that there is to be had. I see that Grave has no problem with folks building off of it, so I was contemplating starting to learn about modding.
The things I'm thinking about:
1. Make health MUCH more important. The idea here is to make having excess health worthwhile, by boosting economy and production, as well as (maybe if it is tenable to do it) unit healing, and make having low health slightly more consequential (maybe increase chance of revolts, but certainly stagnating growth).
2. Make unit healing MUCH more difficult/slower+much less common that a unit goes from 100 or 75% health to dead, basically make a unit last longer, but also take much longer to heal (making healing perks more important).
3. Make units MUCH less capable of operating far from home territory (also tied to health, pop size, economy; HiTM does this to an extent by imposing "supply" but I think it should be a bit enhanced as well. With respect to items 2 and 3 the creation of one or two units (actually I think they exist already) such as an "HQ" or "Supply" unit might be the way to go. Questionable if the AI could handle these though . . .
4. Make pillaging tiles MUCH more impactful, and if possible compel the AI to spread his forces out to protect his frontiers more. The idea I have here is basically: understand what it is in the code that compels the AI to protect its cities: use the same scripts to compel it to protect its villages/towns, farms, mines, etc., albeit with a certain degree of descending order of importance. Related to this, it may be necessary to adjust unit build costs and overall maintenance costs downward slightly so that the AI will build enough units to actually be able to cover some of its territory.
5. Make razing cities much more consequential. I don't like "Turn Off City Razing;" it should ALWAYS be--to some degree--possible to raze a city. Given that the shortest turn time in full historical epic game of Civ is about one year (or maybe 1 month in the advanced stages) the time frame to be able to burn down, even a large city, isn't constraining. However, the reality is that: any army that tries to raze a very large and populous city IS going to face some challenges, of both a military, and logistical nature. Those challenges will be greater the larger, more established and tough the city. I've got a number of ideas to mess with, such as cities over a certain size requiring a certain size force to raze it; razing resulting in a certain amount of damage to the units which conquered the city, etc.
This is just dreamy but . . . what would be VERY cool is if razing a city that exceeded certain thresholds for population, culture, militia (walls, barracks, etc.), city complexity (number of buildings) prompted a tactical "mini-game" sort of like the combat mini-game in Pirates! (just dreaming here I know). Short of that, having a few random possibilities might be the best approach:
a. Your troops successfully raze the city and gain extra loot (but with some casualties [damage to units] and a pretty sizeable reputation hit)
b. Your troops are successful in razing part of the city (_X_ building destroyed; some loot; some damage to units).
c. Your troops are somewhat successful in razing, but are driven back by enraged citizens . . .
d. Your troops are driven back by the enraged citizens, and a x new militia units form in the city (HiTM already features a random chance for a militia unit to spawn when you attack a city that has a low level of protection).
So those are basically the ideas that I'm interested in.
I don't really have a clue what apps or parts of the game this stuff would impact, nor how tenable any of it is. Also, I don't know if I'm the only one who would take any interest in these sorts of questions or not.
There is a tremendous amount of information and expertise here on CivFanatics but so much so that it can be a bit difficult to winnow the grain from the chaff. I appreciate if anyone could offer some links to tutorials that are the most up-to-date best sources and/or any other comments or suggestions.